Hello, everyone and welcome to skill caps, how many zoria is dub, and today I’m going to be going over the different roles in colouring and while there aren’t designated roles like in something like League of Legends, everyone in your team has a specific job. They need to be doing to make your team actually be effective. Now this is by far the biggest thing I see losing rounds for everyone from inexperienced players to some pros who just don’t do their job for a round, so the roles we’ll be going over today. Our entry Fragger second man, lurker flanker, support in-game leader and the operator and without any of these roles being filled, you’ll notice games getting much much more difficult than they actually need to be before we get started, though, make sure you hit that subscribe button, because we Here at skill cap to have a ton more comprehensive premium guides designed to help you get to the top of your game and climb those ranks alright. First and foremost, we have the entry Fragger.
This is the person that’s gon na win rounds for your team just by running in first and letting their team follow them in and open up the site for them. Now. The entry Fragger should be the first person making contact with the enemy, but, most importantly, they should not be alone. Now I’ll talk about your team’s job around you as the entry Fragger, but your job is to make sure the enemy team is in position to actually follow your entry. Now. The most important thing for the entry Fragger to have is confidence, because the hesitant entry Fragger routinely throws rounds that are easily winnable and it also doesn’t hurt to have quick, accurate aim because, as the entry Fragger, your job is to peek and clear the most common Defender positions: this is because you’re running into a completely unclear sight or area, so you have to be ready for the most common areas.
The enemies are going to be coming from and focusing on the niche areas that you’re scared off, slows down the push and often leads to the entry guide to an enemy peeking from one of those common areas, and you just blame me in on bad timing. Now the best agents to play here is an entry Fragger, our Phoenix being the best choice, breach Rayna jet or anyone who has already used their abilities for the round, because, while Phoenix and Rayna are designed to be entry fraggers by nature, you won’t always have a Clear cut entry Fragger on the team or alive and the most important part of entry fragging, is that someone on the team is actually doing it. Now. The entry Fragger job is to run in and die for the team allowing the team to get the kill, because without an entry fire, we see seams so often sit and wait just before they’re able to run into the site and because no one wants to step Up and die now this allows the entire enemy team to rotate and by the time someone actually steps up in entries, the entire team runs into a fully stacked site and they die because of it.
So all things considered, while there should be one entry Fragger on team, if your team doesn’t have one step up and be that person to do it for them, because the most important thing is that someone is doing it. And if you manage to pick up a kill, you’re doing way more than your job actually entails all right. Next up we have this support, otherwise known as the second man as the second man, you have a very simple job support your entry Fragger, and while this job is simple, it’s often more complicated because you and your entry Fragger should be essentially attached at the hip. Ready to trade kills as soon as the entry actually finds an engagement, and while you should be ready to help the entry Fragger and whenever he finds a fight, you also need to be clearing all of the off angles and unexpected areas, because your entry is clearing. All of the common areas that he’s worried about the most now I know the thought of trusting our random entry Fragger to clear the common areas makes many of us solo queues cringe, but this is a five-man game and relying on your team to do their job Is necessary to actually succeed now the three major rules to live by as a second man are to clear the angles.
Your entry Fragger doesn’t trade the kills whenever he dies and never cross paths with your entry Fragger until you’re safely on site, because the moment you step in front of them, you now become the entry Fragger and keep in mind. They are not prepared to trade. For you, you are prepared to trade for them and without incredible synergy. Swapping roles mid push is very difficult, alright, so the best agents to fill the role of the second man or actually breach rays and jet for their disruption, kill pressure and mobility or anyone that doesn’t have necessary utility that they need to use for the post plan. To actually make it work, but much like we talked about with the entry Fragger, more importantly than who is being the second man, is that someone is being the second man, because the only thing worse than not having an entry Fragger is having an entry fryer. That runs in and dies without having anyone there to trade, the kill form and next up we have the lurker or the flanker, which is arguably the most important role on the entire team.
Now this role is the player, that’s maneuvering around sneakily, looking for picks and nor weak points in the enemy setup, and the reason this role is so important is because your pushes aren’t always going to work. First, try and enemies rotate extremely aggressively, so your job is to find the back-up plan for your team and cut off the enemy’s back-up plan, and the job looks a bit different depending on whether you’re attacking or defending and as an attacker. You play more of a large position, meaning you’re separating from your team, pushing up very slowly clearing every angle, taking control and listening for those rotations. Now the most important things to remember when lurking as an attacker is to not let the enemy know that you’re there make sure not to die and wait until your team is actually pressuring an area to then pressure yourself, because with you in position, your team doesn’t Have to worry about the flank as much, because the enemies aren’t pushing past you and with you in position.
You can often hear the enemy’s rotation, which is when you want to push further and take control of that area now successfully pulling this off, allows for some incredible flanks on unsuspecting enemies or just a free site that you’re waiting on the enemies to rotate back to Once you actually tell your team to rotate to it, but on the finish side, your job is to punish the attackers for not watching the flight. Now the flanker takes the long path around. It gets behind the enemy, setup and slows down their pushes because the enemies have to be worried about this push from the flank and the best example of this is when the attacking team decides to rush beyond Haven now this happens. So often I’ve seen this so much it’s when the enemy team rushes be and the player playing a long will push aggressively and make their way in the window room.
This gives behind all of the defenders it messes up their entire push, because they’re basically sitting ducks waiting on people to pick them from both sides and again, the most important thing when flanking is to wait for the enemy team to show or pressure something because without The enemy team, focusing on something your odds of dying, randomly to alert, are way higher and even if you flank and die while the enemies are pressuring, because you’re actually slowing down a push and setting a precedent that the enemies have to be watching their flanks, which Takes away some of their manpower for their future, pushes so just remember it’s okay to play aggressive if you’re on flank and risk bag, because if the enemies are pushing something they have to take away some of their pressure from that push to actually turn around and Take care of you, which opens up so many opportunities for the rest of your team.
Alright, next we have the utility or the control characters. These are gon na, be the characters like viper, brimstone, sage, cipher and omen, and this is gon na be Viper sage. Insight for being the true utility or controller’s of the actual game, now, if you’re filling the control role, it’s important to know what the trouble angles and defender positions are when attacking these are spots like on a side on split, it’s gon na be ramps, heaven and Screens and your job as the utility is to take care of the important angles, so the entry and the second man can actually run into the side without being exposed from too many harsh angles. And another vital thing to remember is that your entry and support have to actually be able to clear the site, so smoke paths and over smoking. The entire site are a huge no-go. This is because, when you go for that plant, you need control of the sights. So you can actually hold it and defend for the retake, and the utility is the character that you need to be alive to actually execute the route.
Now I see this so often Brimstone’s will swing, mid solo and die and even if he gets a kill, he leaves his team in a 4v4. But his team has no smokes at this point. I actually isolated a site and actually take control of anything with, and I think at this point we all know how bad it feels to play around without any smokes whatsoever. And then we have the controller usually just on defender stock, because their job is to control and lock down one vital area of the map. Now, as a controller, the biggest thing I see going wrong is wasting their utility. I’M sure we’ve all seen the sage immediately wall mid on split or bind and to see the results in the enemy is shooting it immediately or waiting for it to expire, which ends up being the enemy team, rushing a site or an area only to find a Sage with no way to actually stop them from coming in now, the best way to play as a controller is to get as much information as possible and as safely as possible and make sure not to waste. Your utility early now, obviously dying with your utility still off, is even worse, but wait until the enemy over commits to something, so your utility can actually split up the enemy team or force them to stop their commitment, wasting even more time from them, because the goal Here is to stall off the enemy team enough or force them into a bad spot, where you can actually pick them off one by one and turn around in your favor and the next up. We have the endgame leader.
This is gon na, be the brains of the entire operation, and while they can fill any of the other roles as well they’re dead to meet a strat caller. This is so important because the team needs to move as a cohesive unit. This requires them to have one voice to listen to now. Obviously, every one of your team needs to be communicating and calling out, but you have to allow the in-game leader to call when to buy rotate and what strategy to use. And even if you don’t agree with the call it’s better to do the wrong thing. As a team than to do the right thing and let your team die without you now, obviously, if it’s not a pressing issue, feel free to input, but in hectic situations just follow the calls, because the team has to be able to rely on you and you Have to be able to rely on them now the in-game leader should communicate clearly have map awareness and be able to think on their feet, not just rely on predefined strategies and honestly, I think this is something that we should clear up at the very beginning of All of our games ask: does anyone want to be the in-game leader or strat caller and if not, you can feel free to take up that role now, if you’re trying to become the in-game leader, be confident and clear and pay attention to that mini-map, because the Only way to improve is to actually practice now.
Finally, I feel like it’s necessary to talk about the operator, because it’s such a force to actually deal with in almost every low and every game and the operator is the designated sniper for the team. Now the opera could be the person trying to lock down a site solo, hold control of a crucial point of the map, or go for aggressive angles early to get that opening pick and either way. The most important thing for the operator is to leave themselves in error, get a fallback. I see so many operator players hold a very aggressive angle on defense, only to die to the second man, because they have nowhere to hide and no corner to actually fall back to. And this is precisely what makes Jett such a good offer, because she can go for those aggressive solo picks and be able to get much farther back to safety than most agents. And when it comes stopping it’s important to let your teammates know what your goal is.
For the round you’re going to want to be constantly swapping up your peaks and angles, so you don’t get smoked off and become useless, so you have to keep your team updated on what you’re trying to do now. An example of this would be like deciding to play heaven on, find and letting your team know whether you’re watching showers are short now something as simple as this and letting them know whenever you swab from watching that area. Let your team know not to worry about that Mary as much and just focus on the other, keeping you much safer and able to folk on your spot and get that first kill whenever they peak now. While not all teams need an operator, an operator is invaluable tool for the team that actually utilize that provided it’s in the right hands. Now the best choices for operating our jet to play aggressively and sage and cipher for their site hold potential, and then a couple of honorable mentions to raise for satchel Peaks that are actually really aggressive and Viper fraud. She doesn’t have her Colt, because if she has her old she’s, much better suited with some rifle or some shotgun now, all in all the most important thing when it comes to your role and your agent is to coordinate with your team, we see the most success.
Come from teams who are so good at playing in pairs and letting their operator do their thing and whenever they make a decision for what they want to do for that round, they immediately swap into these roles and take control of their site. But let me know in the comments below which role you think is the most important and what you want to see next, as always, we here at skilled cap want to thank you for watching and make sure you hit that subscribe button with bells on. So you can stay out today with these comprehensive premium guides, keeping you up to date and ahead of the pack. Now I just want to say thank you for spending this a little bit of your day with us and I’m the tories dub signing off